Game processing system, method of processing game, and storage medium storing program for processing game

ABSTRACT

A game processing system for processing a game having a first mode and a second mode according to an aspect includes one or more computer processors. The one or more computer processors are configured to provide, in the first mode, an interaction with a virtual character in accordance with first detection information obtained by an information processing device not mounted on a head of a player. The one or more computer processors also performs a switch process from the first mode to the second mode and provide, in the second mode after the switch process, an interaction with the virtual character in accordance with second detection information obtained by a head mounted display mounted on the head of the player.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a Continuation Application of U.S. Ser. No.16/268,600 filed on Feb. 6, 2019, and claims the benefit of priorityfrom Japanese Patent Application Serial No. 2018-019001 (filed on Feb.6, 2018), Japanese Patent Application Serial No. 2018-128409 (filed onJul. 5, 2018), Japanese Patent Application Serial No. 2018-129484 (filedon Jul. 6, 2018) and Japanese Patent Application Serial No. 2018-233014(filed on Dec. 13, 2018). The subject matter of each of the aboveapplications is incorporated herein by reference in entirety.

TECHNICAL FIELD

The present disclosure relates to an application processing system forproviding interaction with a virtual character, a method of processingan application, and a storage medium storing a program for processing anapplication. More specifically, the present disclosure relates to anapplication processing system for processing an application, a method ofprocessing an application, and a storage medium storing a program forprocessing an application, the application being capable of providinginteraction with a virtual character in accordance with detectioninformation obtained by a head mounted display. One example of theapplication is a game. Therefore, the present disclosure relates to agame processing system for processing a game, a method of processing agame, and a storage medium storing a program for processing a game.

BACKGROUND

Examples of applications for providing interaction with a virtualcharacter include simulation games that provide interaction with avirtual character. An example of these simulation games is disclosed inJapanese Patent Application Publication No. 2012-055644.

Games providing such interaction with a virtual character may utilize ahead mounted display (hereinafter may be referred to as “HMD”) in orderto enhance player's sense of immersion in the games. For example, knownis a VR game in which a virtual space is displayed on an HMD, and aplayer wearing the HMD can interact with a virtual character appearingin the virtual space. The game “SUMMER LESSON” from BANDAI NAMCOEntertainment Co., Ltd. is known as this type of VR game (see “SummerLesson”, [online], retrieved on 12, December, 2017, Internet (URL:HYPERLINK “http://summer-lesson.bn-ent.net/”http://summer-lesson.bn-ent.net/)).

As disclosed in Japanese Patent Application Publication No. 2017-058969,an HMD includes a tracking sensor for sensing the position andorientation of a head of a player. In VR games using an HMD, a viewpointin a virtual space is set in accordance with detection informationobtained by the tracking sensor, and an image of the virtual space asviewed from the viewpoint thus set is displayed on the HMD.

In the game “SUMMER LESSON,” realized is a function of specifying aninteraction with a virtual character depending on detection informationobtained by a tracking sensor of the HMD and causing the player toexperience the specified interaction.

For example, when the player wearing the HMD nods in response to amovement of an image of a virtual character displayed on the HMD, amotion of the player's head corresponding to the nodding is detected.Based on the detected motion of the head, an image of the virtualcharacter that performs an action responding to the nodding of theplayer is displayed on the HMD.

In this way, a conventional VR game in which interaction with a virtualcharacter is performed using the HMD, an image of a virtual space isdisplayed so as to follow a motion of a player's head, and the playerexperiences interaction with the virtual character in accordance withthe motion of the head so that the player can obtain a strong sense ofimmersion.

To play a VR game, a player needs to wear an HMD on his/her head. At thepresent, an HMD is not used in a daily life, and an HMD worn on a headblocks a view in a real world. Therefore, some players have a feeling ofresistance against wearing an HMD. Accordingly, a technical improvementis demanded for prompting a player starting a VR game to wear an HMDand/or for reducing a player's feeling of resistance related to wearingan HMD.

SUMMARY

It is an object of the present disclosure to provide a technicalimprovement which solves or alleviates at least part of the drawbacks ofthe prior art mentioned above.

A game processing system for processing a game having a first mode and asecond mode according to an embodiment includes one or more computerprocessors. The one or more computer processors may executecomputer-readable instructions to provide, in the first mode, aninteraction with a virtual character in accordance with first detectioninformation obtained by an information processing device not mounted ona head of a player. The one or more computer processors also performs aswitch process from the first mode to the second mode and provide, inthe second mode after the switch process, an interaction with thevirtual character in accordance with second detection informationobtained by a head mounted display mounted on the head of the player.

In the game processing system according to an embodiment, theinteraction with the virtual character in the first mode includes thatthe virtual character prompts the player to switch to the second mode.

In an embodiment, the interaction with the virtual character in thefirst mode includes an interaction for selecting settings in the secondmode.

In the game processing system according to an embodiment, the switchprocess is started in response to the interaction with the virtualcharacter in the first mode.

In the game processing system according to an embodiment, the switchprocess is started by selecting a switch start object displayed on theinformation processing device in the first mode.

In the game processing system according to an embodiment, the switchprocess includes displaying, in response to selection of the switchstart object, a guidance for prompting the player to put on the headmounted display on the information processing device.

In the game processing system according to an embodiment, the switchprocess includes switching to the second mode in response to selectionof a switch object capable of being selected by the player gazing at theswitch object.

In the game processing system according to an embodiment, the one ormore computer processors causes the information processing device todisplay a login screen to start the first mode after the second mode isterminated.

In the game processing system according to an embodiment, the headmounted display includes an attachment to be fitted on the head of theplayer and the information processing device mounted on the attachment.

In the game processing system according to an embodiment, in the secondmode, head tracking information for specifying a position and/or anorientation of the head of the player is calculated based on the seconddetection information, and the interaction with the virtual character isprovided in accordance with the head tracking information.

In the game processing system according to an embodiment, in the secondmode, the virtual character is displayed as a stereoscopic image,whereas in the first mode, the virtual character is displayed as anon-stereoscopic image.

In a game processing method according to an embodiment, one or morecomputer processors execute computer-readable instructions to process agame having a first mode and a second mode. The game processing methodcomprises: providing, in the first mode, an interaction with a virtualcharacter in accordance with first detection information obtained by aninformation processing device not mounted on a head of a player;performing a switch process from the first mode to the second mode; andproviding, in the second mode after the switch process, an interactionwith the virtual character in accordance with second detectioninformation obtained by a head mounted display mounted on the head ofthe player.

A non-transitory game processing program according to an embodimentstored in a computer-readable storage medium is executed by one or morecomputer processors for processing a game having a first mode and asecond mode. The game processing program causes the one or more computerprocessors to: provide, in the first mode, an interaction with a virtualcharacter in accordance with first detection information obtained by aninformation processing device not mounted on a head of a player; performa switch process from the first mode to the second mode; and provide, inthe second mode after the switch process, an interaction with thevirtual character in accordance with second detection informationobtained by a head mounted display mounted on the head of the player.

Advantages

According to the embodiments, it is possible to prompt a player to weara head mounted display in the course of progress of a game in a firstmode.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram illustrating a game processing systemaccording to an embodiment.

FIG. 2 is a schematic diagram showing a head mounted display usable inthe game processing system of FIG. 1.

FIG. 3 is a diagram schematically showing the head mounted display wornby a player of the game.

FIG. 4 is a diagram illustrating a mode switch in the game processed bythe game processing system according to an embodiment.

FIG. 5 is a flowchart of a process in a chat mode according to anembodiment.

FIG. 6 shows an example of a display image in the chat mode according toan embodiment. The screen of FIG. 6 shows options of a message that theplayer is able to select.

FIG. 7 shows an example of a display image in the chat mode according toan embodiment. The screen of FIG. 7 shows the message selected by theplayer.

FIG. 8 shows an example of a display image in the chat mode according toan embodiment. The screen of FIG. 8 shows a message for prompting theplayer to switch to a VR mode, a message for selecting settings in theVR mode, and a message for selecting an item used in the VR mode.

FIG. 9 shows an example of a display image in the chat mode according toan embodiment. The screen of FIG. 9 shows a switch start object.

FIG. 10 is a flowchart of a mode switch process according to anembodiment.

FIG. 11 shows an example of an image displayed in the mode switchprocess according to an embodiment. The screen of FIG. 9a shows aguidance for prompting the player to attach a display to an attachment.

FIG. 12 shows an example of an image displayed in the switch processaccording to an embodiment. The screen of FIG. 12 shows a switch object.

FIG. 13 is a flowchart of a process in the VR mode according to anembodiment.

FIG. 14 shows an example of an image displayed in the VR mode accordingto an embodiment.

FIG. 15 is a block diagram illustrating a game processing systemaccording to another embodiment.

DESCRIPTION OF THE EMBODIMENTS

Various embodiments of the disclosure will be described hereinafter withreference to the accompanying drawings. Throughout the drawings, thesame or similar components are denoted by the same reference numerals.

With reference to FIGS. 1 to 3, a game processing system according to anembodiment of the disclosure will be described. FIG. 1 is a blockdiagram of a game processing system 1 according to an embodiment, FIG. 2schematically illustrates a head mounted display 10 (hereinafterreferred to as “HMD 10”) used in the game processing system 1, and FIG.3 schematically illustrates the HMD 10 worn by a player 5.

The game processing system may be configured to process an applicationother than games. The game processing system may be configured toprovide an application for simulation in the field of driving or otherfields, an application for training in the field of medicine or otherfields, an application for experiencing produces and services, anapplication for appreciating films or other various entertainmentcontents, and other various applications.

The game processing system 1 according to an embodiment realizes variousgames by executing game processing programs according to an embodiment.Using the game processing system 1, the player is able to play variousgames. For example, the game processing system 1 can realize a game inwhich a virtual character and the player interact in a virtual space.The game realized by the game processing system 1 has a first mode and asecond mode. The same game contents may be used in the first mode andthe second mode. Game contents are electronic data that are used in agame realized by the game processing system 1 and can be acquired,owned, used, managed, exchanged, integrated, reinforced, sold,abandoned, or donated in the game by users. The game contents may be,for example, a card, an item, a virtual currency, a ticket, a character,an avatar, level information, status information, parameter information(health, attack, and the like), capacity information, skills, abilities,magic and jobs, and any other various electronic data usable in thegame. However, the types of game contents usable in the game processingsystem 1 and the way the game contents are used may not be limited tothose described in this specification. An example of the first mode is achat mode, and an example of the second mode is a VR mode. The firstmode and the second mode will be described later.

The game processing system 1 includes the HMD 10 and a server 50. TheHMD 10 and the server 50 are communicably interconnected over a network40.

As shown in FIG. 2, the HMD 10 includes an attachment 11 that is to befitted on a human head and an information processing device 20 attachedto the attachment 11.

The attachment 11 includes a goggle-like casing 11 a having an opening11 d formed therein, a first belt 11 b and a second belt 11 c attachedto the casing 11 a, and a cover 11 e. The cover 11 e is attached to thecasing 11 a such that it is openable and closable. An opening 11 d isformed in a front portion of the casing 11 a. FIG. 2 shows the statewhere the cover 11 e is open. When the HMD 10 is used, the cover 11 e isclosed so as to close the opening 11 d.

The information processing device 20 is detachably provided on an innerside of the cover 11 e of the HMD 10. The information processing device20 includes a display 24. The information processing device 20 isattached to the cover 11 e such that the display 24 faces the inside ofthe casing 11 a when the cover 11 e is closed.

The information processing device 20 is attached to the attachment 11when the HMD 10 is used. When the HMD 10 is not used, the informationprocessing device 20 is detached from the attachment 11.

In the illustrated embodiment, the information processing device 20 is asmartphone. In addition to the smartphone, the information processingdevice 20 may be a mobile phone, a tablet, a personal computer, anelectronic book reader, a wearable computer, a game console, or anyother information processing devices. When detached from the HMD 10, theinformation processing device 20 may be used for its originally intendedpurpose.

The information processing device 20 includes the display 24 asdescribed above. In the illustrated embodiment, when the informationprocessing device 20 is mounted on the attachment 11, the display 24serves as an apparatus for displaying an image in the HMD 10.Accordingly, when the HMD 10 is used to play a game, the display 24displays a virtual space and a virtual character(s) of the game, andother images related to the game.

The shape of the attachment 11 is not limited to the illustrated goggletype. The attachment 11 may include a structure of any shape that movesfollowing the movement of the head of the player who wears the HMD, andthe structure can place the display 24 in front of the wearer's eye(s)while the HMD is worn. For example, the attachment 11 may have aneyeglasses-like shape, a hat-like shape, or a helmet-like shape. Inorder to enhance player's sense of immersion, the HMD 10 is preferablyconfigured such that the display 24 covers both eyes of the player whenthe attachment 11 is attached to the head of the player.

When the HMD 10 is used, the HMD 10 is mounted on the head of the player5 via the attachment 11, as shown in FIG. 3. The information processingdevice 20 is mounted on the attachment 11 attached to the head of theplayer 5.

The information processing device 20 will be further described referringagain to FIG. 1. As illustrated, in one embodiment, the informationprocessing device 20 includes a computer processor 21, a memory unit 22,a communication I/F 23, a display 24, a sensor unit 25, a soundcollector 26, and a storage 27.

The computer processor 21 is a computing device which loads variousprograms realizing an operating system and game logics from the storage27 or other storage into the memory unit 22 and executes instructionsincluded in the loaded programs. The computer processor 21 is, forexample, a CPU, an MCU, an FRPG, or any other computing devices.Although the computer processor 21 is illustrated as a single componentin FIG. 1, the computer processor 21 may be a collection of a pluralityof physically separate computer processors. In this specification, aprogram or instructions included in the program that are described asbeing executed by the computer processor 21 may be executed by a singlecomputer processor or executed by a plurality of computer processorsdistributively. Further, a program or instructions included in theprogram executed by the computer processor 21 may be executed by aplurality of virtual computer processors.

The memory unit 22 is used to store instructions that may be executed bythe computer processor 21 and other various data. At least a part of thegame processing program in the embodiment is loaded into the memory unit22 at appropriate timings in accordance with the progress of the game.The memory unit 22 is, for example, a main storage device (main memory)that the computer processor 21 is able to access at high speed. Thememory unit 22 may be, for example, a RAM such as a DRAM or an SRAM.

The communication I/F 23 may be implemented as hardware, firmware, orcommunication software such as a TCP/IP driver or a PPP driver, or acombination thereof. The information processing device 20 is able totransmit and receive data to and from other devices via thecommunication I/F 23.

The display 24 includes a display panel 24 a and a touch-screen panel 24b. For example, the display panel 24 a is laminated on an upper surfaceor lower surface thereof with the touch-screen panel 24 b. The displaypanel 24 a is a liquid crystal panel, an organic EL panel, an inorganicEL panel, or any other display panel capable of displaying an image. Thetouch-screen panel 24 b is configured to detect touch operationsperformed by the player. The touch-screen panel 24 b can detect varioustouch operations such as tapping, double tapping, and dragging performedby the player.

The sensor unit 25 includes one or more sensors. The sensor unit 25includes, for example, at least one selected from the group consistingof a gyro sensor, an acceleration sensor, and a geomagnetic sensor. Thesensor unit 25 may include an eye tracking sensor that directly detectsplayer's eye movements. The eye tracking sensor is, for example, aneye-gaze tracking sensor that emits a near-infrared light beam into theiris and detects its reflected light. The position and/or the directionof the head of the player 5 wearing the HMD 10 are specified based ondetection information obtained by the sensor unit 25 as described later.At least some of the various sensors included in the sensor unit 25 maybe mounted on the attachment 11 and/or a member other than theattachment 11 different from the information processing device 20.

The sound collector 26 is capable of collecting sound and voice. Thesound collector 26 is, for example, a microphone. Sound and voice of theplayer 5 is detected based on audio information collected by the soundcollector 26.

The storage 27 is an external storage device accessed by the computerprocessor 21. The storage 27 is, for example, a magnetic disk, anoptical disk, or a semiconductor memory. Various programs such as a gameprocessing program are stored in the storage 27. The storage 27 may alsostore various data used in a game(s). At least some of the programs andvarious data that can be stored in the storage 27 may be stored in astorage that is physically separated from the information processingdevice 20.

In the illustrated embodiment, the storage 27 stores image data 28 a,chat data 28 b, scenario data 28 c, event data 28 d, game progress data28 e, and various other data necessary for progress of the game.

The image data 28 a includes data for drawing a background in a virtualspace where a game is executed, data for drawing a virtual character,and data for drawing an object other than the virtual character used inthe game. The image data 28 a may include information about the positionof an object in the virtual space.

The chat data 28 b includes data for drawing an icon of a virtualcharacter, data for drawing an icon of the player 5, data for specifyinga plurality of messages from a virtual character, data representingoptions of a response message to the plurality of messages from thevirtual character, and any other data used in the chat. The plurality ofmessages from the virtual character may be defined in a tree structurein which nodes corresponding to each message are interconnected by arcs.In the tree structure, for example, more than one arc extends from astart message which is the root node existing at the top, and each arcis connected to a node situated at a lower level. Arcs also extend fromthe lower nodes and are connected to nodes at a further lower level. Thenodes at the lower levels each correspond to a possible message from avirtual character that may be displayed after the start message. Thechat data 28 b may include a mode switch condition that is a conditionfor starting a mode switch from the chat mode to the VR mode. The modeswitch condition may include, for example, that the elapsed time sincethe game was started in the chat mode is equal to or longer than apredetermined length of time, that a chat has progressed to a terminalnode of messages having the tree structure, and any other conditions.The chat data 28 b may include data indicating a message that is to bedisplayed when the chat mode is resumed after selection of a switchobject is not completed.

The scenario data 28 c includes data defining a scenario to beexperienced by the player 5 in the game. When there are two or morescenarios to be experienced by the player 5 in the game, the scenariodata 28 c may be defined for each of the scenarios. The scenario data 28c may be defined as a collection of events. The events included in thescenario data 28 c may be defined in a tree structure in which nodescorresponding to each event are interconnected by arcs. In the treestructure, for example, more than one arc extends from a start eventwhich is the root node existing at the top, and each arc is connected toa node situated at a lower level. Arcs also extend from the lower nodesand are connected to nodes at a further lower level. The nodes at thelower levels in a scenario each correspond to a possible event that mayoccur after the start event in the scenario.

The event data 28 d define events constituting the scenario data 28 c.The event data 28 d may be defined as a collection of data forspecifying a plurality of actions of a virtual character in a game. Theplurality of actions of a virtual character may be defined in a treestructure in which nodes corresponding to each action are interconnectedby arcs. In the tree structure, for example, more than one arc extendsfrom a start action which is the root node existing at the top, and eacharc is connected to a node situated at a lower level. Arcs also extendfrom the lower nodes and are connected to nodes at a further lowerlevel. The nodes at the lower levels in an event each correspond to apossible action that may occur after the start action in the event. Theevent data 28 d may include, for each node, video image data thatcorresponds to the action corresponding to the node, data related toactions that may be performed toward a virtual character by the player,and other data related to actions of a virtual character.

The game progress data 28 e includes data used for managing the progressof the game. The game progress data 28 e may be updated as the gameprogresses. The game progress data 28 e may include, for example, datarelated to likability of a virtual character to a player, data relatedto points acquired by the player in the game, and any other varioustypes of data that may vary depending on the progress of the game.

The components and functions of the information processing device 20shown in FIG. 1 are examples. The information processing device 20applicable to the invention may include various components that are notshown. For example, the information processing device 20 may be providedwith a speaker for outputting sound effect of the game and sound andvoice of the virtual character.

Next, functions of the HMD 10 will be described. In the illustratedembodiment, various functions of the HMD 10 are realized by the computerprocessor 21 of the information processing device 20 executing computerreadable instructions. The instructions executed by the computerprocessor 21 include instructions included in the game processingprogram according to an embodiment.

When the game processing program according to the embodiment is executedby the computer processor 21, the game having the first mode and thesecond mode different from the first mode is realized in the gameprocessing system 1. The game realized in the game processing system 1may further have a mode other than the first mode and the second mode.

In the first mode of the game realized in the game processing system 1,processing relating to an application is performed based on firstdetection information obtained by the information processing device 20when the HMD 10 is not attached to the player 5, that is, when theinformation processing device 20 is detached from the attachment 11. Forexample, in the case where the application is a game, processingrelating to the game is performed based on the first detectioninformation obtained by the information processing device 20. The firstdetection information may include information concerning a touchoperation of the player 5 detected via the touch-screen panel 24 b ofthe information processing device 20, information concerning voice ofthe player detected by the sound collector 26, and any other detectioninformation that can be detected in the information processing device 20when the HMD 10 is not attached to the player 5. In the first mode, theplayer 5 is able to perform operations relating to the game using theinformation processing device 20 that is removed from the attachment 11.Since the first mode is designed such that the game is played when theHMD 10 is not mounted on the player 5, the display 24 displays, in anembodiment, a non-stereoscopic image.

In the second mode of the game realized in the game processing system 1,the processing related to the application is performed using seconddetection information obtained by the HMD 10 attached to the head of theplayer 5. For example, in the case where the application is a game,processing relating to the game is performed based on the seconddetection information obtained by the HMD 10. The second detectioninformation is, for example, detection information obtained by thesensor unit 25. Based on the second detection information, head trackinginformation for determining the position and/or the orientation of thehead of the player 5 is calculated. A process for advancing the game inthe second mode may be performed based on, for example, the headtracking information calculated based on the second detectioninformation. The process for advancing the game in the second mode maybe performed using any other information in addition to the headtracking information. In preparation for playing the game in the secondmode, the player 5 attaches the information processing device 20 to theattachment 11, and places the attachment 11 with the informationprocessing device 20 on his/her head. As described above, the secondmode is designed such that the game is played while the HMD 10 is wornby the player 5, so in one embodiment, a stereoscopic image that isstereoscopically viewed by the player 5 is displayed on the display 24in the second mode. The stereoscopic image is displayed on the display24 by, for example, a parallax barrier method. In the parallax barriermethod, a left eye image and a right eye image are displayed on thedisplay 24. The stereoscopic image is a set of images including the lefteye image and the right eye image configured to be stereoscopicallyviewed when displayed on the display utilizing the parallax of the leftand right eyes.

The first mode is, for example, a chat mode. The chat mode is an exampleof the first mode. The chat mode provides a function that allows theplayer to chat with a virtual character via a text message. In the firstmode, the player can experience interaction with a virtual character bychatting with the virtual character. Here, the interaction means, in abroad sense, that the virtual character reacts to an action/motion madeby the player. The interaction with the virtual character includes aninteraction performed as communication with the virtual character suchas conversation with the virtual character. In this specification, aninteraction performed as communication with a virtual character may alsobe referred to as a communicative interaction.

In addition to the communicative interaction, the interaction with avirtual character may include a battle against the virtual character, acooperative play to play the game in cooperation with the virtualcharacter, and other interactions with a virtual character. In thisspecification, an interaction performed as a battle against a virtualcharacter may be referred to as a battle interaction. In thespecification, an interaction performed as a cooperative play with avirtual character may be referred to as a cooperative interaction.Processes performed in the chat mode will be described later in detail.In the first mode, a method other than a chat may be used to provide aninteraction with a virtual character. In the first mode, an interactionwith a virtual character may be provided via email, telephone, videocall, or other means.

The second mode is, for example, the VR mode. The VR mode provides afunction that allows the player to perform various interactions with avirtual character appearing in the virtual space displayed on thedisplay of the information processing device 20. Processes performed inthe VR mode will be described later in detail. The VR mode is an exampleof the second mode, and the second mode may include any game mode inwhich a process for advancing the game is performed using the headtracking information.

In one embodiment, a game having the first mode and the second mode thatis realized by the game processing system 1, may be a game in which aplayer performs interactions with a virtual character other than thecommunicative interaction. In the game realized by the game processingsystem 1, the communicative interaction may not be performed. The gameaccording to one embodiment is played in a two-dimensional space in thefirst mode and played in a three-dimensional space in the second mode.The game according to one embodiment is played in a three-dimensionalspace in the first mode, whereas in the second mode, the game is playedin a three-dimensional space displayed in a different manner than thethree-dimensional space of the first mode (or in a three-dimensionalspace configured in a different manner than the three-dimensional spaceof the first mode). In one embodiment, the game realized by the gameprocessing system 1 may use a game content(s) common to the first modeand the second mode. A parameter associated with the game content may becarried over to/from the first mode from/to the second mode. Forexample, when a value of the parameter of the specific game content ischanged during playing the game in the first mode and thereafter thegame switches to the second mode, the specific game content with thechanged parameter is used in the second mode. In one embodiment, a valueof a parameter of a specific game content may be changed when the gameis switched from the first mode to the second mode and/or when the gameis switched from the second mode to the first mode. The parameter changeof the game content may be a change that is advantageous for the player5 to advance the game or may be a change that is disadvantageous for theplayer 5. In one embodiment, a game play result in the first mode may bereflected in the game played in the second mode, and a play result inthe second mode may be reflected in the game played in the first mode.For example, experience points of the player 5 acquired in the firstmode may be carried over to the second mode.

As described above, the first mode and the second mode of the gamerealized in the game processing system 1 are distinguished from eachother. That is, the first mode is different from the second mode. In oneembodiment, when the game implemented in the game processing system 1 isplayed in the first mode, the HMD 10 is not attached to the head of theplayer 5, whereas when the game is played in the second mode, the HMD 10is attached to the head of the player 5. In the first mode, the game isprocessed based on the first detection information obtained by theinformation processing device 20 that is not attached to the head of theplayer 5, whereas in the second mode, the game is processed based on thesecond detection information obtained by the HMD 10 that is attached tothe head of the player 5.

In one embodiment, a stereoscopic image is displayed on the display 24in the second mode, whereas in the first mode, a non-stereoscopic imageis displayed on the display 24 as described above. At least an image ofa virtual character among the images used in the game is displayed as astereoscopic image in the second mode, whereas in the first mode, theimage of the virtual character is displayed as an image other than thestereoscopic image.

In one embodiment, a process of advancing the game in the first mode isperformed without using the head tracking information calculated basedon the second detection information, whereas in the second mode, aprocess of advancing the game is performed based on the head trackinginformation.

In one embodiment, the process of advancing the game in the first modeis performed in accordance with a touch operation detected via thetouch-screen panel 24 b, whereas in the second mode, the process is notperformed in accordance with the touch operation on the touch-screenpanel 24 b. In another embodiment, a process in the second mode may beperformed in accordance with a touch operation on the touch-screen panel24 b.

In one embodiment, in the case where an interaction with a virtualcharacter is provided in a game implemented in the game processingsystem 1, the interaction with the virtual character is provided basedon the first detection information obtained by the informationprocessing device 20 that is not attached to the head of the player 5 inthe first mode. In the second mode, the interaction with the virtualcharacter is provided based on the second detection information obtainedby the HMD 10 attached to the head of the player 5.

After the game is started, it is possible to switch between the firstmode and the second mode which are distinguished as described above.With reference to FIG. 4, the outline of the mode switch of the gameprocessed by the game processing system 1 will be described. As shown inFIG. 5, when the game is started in step S1, the chat mode, which is thefirst mode, is started in step S2. In this chat mode, upon start of aswitching process for switching to the VR mode which is the second mode,the process shifts to step S3 and the switching process to the secondmode is carried out. When the switching process is completed, the VRmode, which is the second mode, is started in step S4. When the VR modeis terminated or interrupted, a return process to the chat mode isperformed.

Functions realized by the computer processor 21 will be now describedmore specifically. The computer processor 21 functions as a chat modeexecution unit 21 a, a switch processing unit 21 b, and a VR modeexecution unit 21 c by executing computer readable instructions. Atleast some of the functions that can be realized by the computerprocessor 21 may be realized by a computer processor other than thecomputer processor 21 of the game system 1. For example, at least someof the functions realized by the computer processor 21 may be realizedby a computer processor mounted on the server 50.

The chat mode execution unit 21 a performs processing for providing thegame in the chat mode as the first mode by executing a game processingprogram according to an embodiment. The chat mode executing unit 21 aimplements a function that allows the player 5 to chat with a virtualcharacter. After the player 5 logs in to the chat mode, the chat modeexecution unit 21 a displays a message from the virtual character and amessage input or selected by the player 5 on the display 24, and enablesthe player 5 to chat with the virtual character. Following the messagefrom the virtual character, the chat mode execution unit 21 a maydisplay on the display 24 several response options for the player 5 torespond to the message. One option is specified from the responseoptions in accordance with an operation of the player 5, and a messagecorresponding to the specified response option is displayed as a messagefrom the player 5 following the message from the virtual character. Theplayer 5 can select a desired one from the displayed response options bytouching the touch-screen panel 24 b. The message from the virtualcharacter and the response options for the player to respond to themessage can be specified by referring to the chat data 28 b inaccordance with the game processing program. The message from thevirtual character may be displayed together with an image of the virtualcharacter, and the message from the player 5 may be displayed togetherwith an image of the player 5. The message from the virtual charactermay include a message for prompting the player to switch to the VR modewhich is the second mode, a message for allowing the player 5 to selectan option(s) for setting of the VR mode, and any other messageassociated with the VR mode.

In an embodiment, in the chat mode, a switch start object for startingswitching to the VR mode as the second mode is displayed in accordancewith the progress of the chat. Display of the switch start object isperformed in accordance with the game processing program when the modeswitch condition is satisfied. The chat mode execution unit 21 a iscapable of detecting that the switch start object is selected based on adetection signal from the touch-screen panel 24 b or any other userinterface. When it is detected that the switch start object has beenselected, the process for switching to the VR mode, which is the secondmode, is started. In another embodiment, in the first mode, the switchprocess is started by a method other than selection of the switch startobject. For example, the switch process may be started when thecondition for starting a switch process is satisfied in the first mode,when a specific operation of a controller (a device other than theinformation processing device 20) that can be operated by the player 5is detected, when the voice uttered by the player 5 is recognized,and/or when an instruction from the player 5 is recognized in otherways.

The switch processing unit 21 b performs the process for switching fromthe first mode to the second mode. The switch process may includedisplaying a guidance on the display 24 to prompt a player to attach theinformation processing device 20 to the attachment 11, and displayingthe switch object on the display 24 such that it is selectable by theplayer's gazing. After displaying the switch object, the switchprocessing unit 21 b receives a detection signal from the sensor unit 25or another sensor and determines whether the switch object has beenselected by gazing based on the detection signal. For the determination,the switch processing unit 21 b calculates the position and/or theorientation of the HMD 10 based on the detection signal from the sensorunit 25, and specifies the position (point) at which the player 5 gazesbased on the calculated position and/or orientation of the HMD 10. Thegazing point can be specified by various known methods. For example, thegazing point may be specified to be the central portion of thestereoscopic image displayed based on the second detection information.Alternatively, the gazing point may be specified based on the detectionsignal of the eye tracking sensor. For example, the switch processingunit 21 b measures the duration of time (gazing duration) during whichthe gazing point is on the switch object, and when the gazing durationreaches a predetermined length, the switch processing unit 21 bdetermines that the selection of the switch object has been completed.After the switch processing unit 21 b determines that the selection ofthe switch object has been completed, it starts the VR mode which is thesecond mode. In another embodiment, the switch to the second mode may beperformed by a method other than selection of the switch object. Forexample, the switch process may be performed when a specific operationof a controller (a device other than the information processing device20) that can be operated by the player 5 is detected, when the voiceuttered by the player 5 is recognized, and/or when an instruction fromthe player 5 is recognized in other ways. The switch object may beselected by a method different than the switch start object. Forexample, the switch start object is selected by an operation of thetouch-screen panel 24 b, and the switch object is selected by gazing ofthe player.

The VR mode execution unit 21 c calculates the head tracking informationfor determining the position and/or the orientation of the HMD 10 basedon the detection signal from the sensor unit 25 and specifies theposition and/or the orientation of the HMD 10 based on the calculatedhead tracking information. The VR mode execution unit 21 c generates avirtual space depending on the determined position and/or orientation ofthe HMD 10 and outputs image information for depicting the virtual spaceto the display 24. For example, the VR mode execution unit 21 ccalculates the gazing point based on the position and/or the orientationof the HMD 10 and generates the image information for a region of theentire virtual space determined by an angle of view and centered at thespecified gazing point. Based on the image information generated in thisway, the image for the region of the virtual space is displayed on thedisplay 24. For the generation of the image information, for example,the image data 28 a, the scenario data 28 c, the event data 28 d, thegame progress data 28 e, and other data stored in the storage 27 may beused.

The VR mode execution unit 21 c displays an image of the virtualcharacter in the virtual space in accordance with the game processingprogram and realizes interactions between the virtual character and theplayer 5. The VR mode execution unit 21 c determines an action of thevirtual character in the virtual space in accordance with the gameprocessing program and generates image information and audio informationcorresponding to the action of the virtual character. The imageinformation is output to the display 24, and the audio information isoutput to the speaker of the HMD 10. Thus, a motion image in which avirtual character moves in the virtual space is displayed on the display24, and voice and sound corresponding to the movement of the virtualcharacter are output from the speaker. For example, when the virtualcharacter speaks to the player 5, a motion image in which the head andmouth of the virtual character move is displayed on the display 24, andvoice corresponding to words which the virtual character speaks isoutput from the speaker. For the generation of the image information andthe audio information corresponding to the action of the virtualcharacter, for example, the image data 28 a, the scenario data 28 c, theevent data 28 d, the game progress data 28 e, and other data stored inthe storage 27 may be used. In one embodiment, the player 5 interactswith the same virtual character in the VR mode and the chat mode. Forexample, a virtual character appearing in the VR mode has the same nameas a virtual character appearing in the chat mode, and they have commonappearance such that they can be recognized as the same character. Itshould be noted that the image of the virtual character is displayed asa stereoscopic image in the VR mode whereas the image of the virtualcharacter is displayed as a non-stereoscopic image in the chat mode, sothat the images of the virtual character are different between the VRmode and the chat mode. However, such difference in representationformat does not affect the identity of virtual characters.

Further, the VR mode execution unit 21 c may specify an action of theplayer 5 using the HMD 10 based on the detection signal from the sensorunit 25, and determine an action (reaction) of the virtual character inthe virtual space in accordance with the specified action. The actionsof the player 5 wearing the HMD 10 include nodding, shaking his/herhead, any other actions accompanied by motions of the head, and eyemovements. The actions accompanied by motions of the head are calculatedbased on the detection information from the sensor unit 25. Morespecifically, the position and/or orientation of the HMD 10 mounted onthe head is calculated as the position in the three-dimensionalorthogonal coordinate system and the angle around each axis. Thethree-dimensional orthogonal coordinate system is, for example, anorthogonal coordinate system composed of a roll axis along thefront-rear direction, a yaw axis along the vertical direction, and apitch axis along the left-right direction. The action of the player 5that causes the virtual character to make a reaction may include theplayer's eye movement. Such eye movement can be detected by the eyetracking sensor included in the sensor unit 25. The VR mode executionunit 21 c generates image information for displaying the action of thevirtual character determined in accordance with the action of the player5 and outputs the generated image information as a stereoscopic image tothe display 24. Thus, an image of the virtual character performing theaction specified in accordance with the action of the player 5 isdisplayed on the display 24. In this way, the VR mode execution unit 21c determines the action of the virtual character in accordance with theaction of the head or eye movement of the player 5 detected by the HMD10 and causes the image information of the virtual charactercorresponding to the determined action to be displayed on the display24. As described above, in the second mode, an interaction is realizedbetween the player 5 and the virtual character displayed as astereoscopic image.

When a termination condition is satisfied, the VR mode execution unit 21c performs a termination process to end the VR mode. The terminationcondition may include, for example, that a predetermined duration oftime (for example, one minute) has elapsed from the start of the VRmode, that an operation for termination has been detected, that the lastevent included in the scenario being executed in the VR mode has ended,and any other conditions. The termination process performed when thetermination condition is satisfied may include, displaying, on thedisplay 24, a guidance for prompting the player to remove theinformation processing device 20 from the attachment 11, and displayinga login screen to log in to the chat mode which is the first mode.

Next, with reference to FIGS. 5 to 9, a chat process in the chat modewill be described. FIG. 5 is a flowchart showing the flow of the processin the chat mode in one embodiment, and FIGS. 6 to 9 show examples of adisplay image in the chat mode. It is assumed that the HMD 10 is notmounted on the head of the player 5 and the information processingdevice 20 is detached from the attachment 11 at the start of the chatmode.

In the game processing system 1, the game is started in the chat mode.In step S11, a login screen for logging in to the chat mode is displayedon the display 24 of the information processing device 20. When thelogin process is performed by the player 5, the chat process proceeds tostep S12.

In step S12, the player 5 and the virtual character exchange messagesthereby to perform a chat therebetween. After logging into the chatmode, a chat display image for displaying a chat performed between theplayer 5 and the virtual character is generated, and the chat displayimage is displayed on the display 24. FIG. 6 shows a chat display image70 which is an example of the chat display image displayed on thedisplay 24. The chat display image 70 has a chat display area 71including an icon 73 corresponding to the player 5, an icon 74corresponding to the virtual character, a message 75 a from the player5, and messages 76 a and 76 b from the virtual character. In addition,the chat display image 70 has a menu area 72 arranged at the top of thechat display area 71. The virtual character's messages 76 a and 76 b arespecified based on the chat data 28 b and other data stored in thestorage 72 in accordance with the game processing program. For example,messages of the virtual character are displayed sequentially from themessage in the root node with reference to the chat data 28 b defined inthe form of the tree structure. At the branch point of nodes, a node isselected depending on a branch condition and a message corresponding tothe selected node is displayed.

The chat display image 70 in FIG. 6 includes, at the lower part of thechat display area 71, options 77 of the message for the player 5 toselect. The player 5 is able to select one from among the displayedoptions 77. The selection is performed, for example, by touching with afinger an area on the display 24 where the option desired to be selectedis displayed. Once the selection is made, a message 75 b correspondingto the selected option is newly displayed in the chat display area 71 asa message from the player 5, as shown in FIG. 7.

In the course of a chat, messages 76 c and 76 d for prompting the playerto select settings in the VR mode which is the second mode may bedisplayed as messages from the virtual character as shown in FIG. 8. Themessage 76 c is a message for prompting the player 5 to select a scenein the VR mode, and the message 76 d is a message for prompting theplayer 5 to select an item used by the virtual character in the VR mode(for example, clothes worn by the virtual character in the virtual spacein the VR mode). In other words, the settings in the second mode mayinclude a scene that prescribes the background in the VR mode, the itemused by the virtual character in the VR mode, and other varioussettings. After the message 76 c prompting the player 5 to select ascene is displayed, choices of the scene are displayed on the display24. The player 5 is able to select one scene that he/she likes fromamong these choices. After the message 76 d prompting the player 5 toselect an item is displayed, choices of the item are displayed on thedisplay 24. The player 5 can select one item that he/she likes fromamong the choices. In the course of a chat, a message for prompting theplayer to switch to the second mode may be displayed as a message fromthe virtual character.

In step S13, it is determined whether the mode switch condition from thefirst mode to the second mode is satisfied or not. An example of themode switch condition from the first mode to the second mode is that apredetermined duration of time (for example, one minute) has elapsedfrom the start of the chat mode. The elapsed time from the start of chatmode is measured using, for example, a system clock. The process returnsto step S12 and the chat is continued until it is determined that themode switch condition is satisfied. When it is determined that the modeswitch condition is satisfied, the chat process proceeds to step S14.

In step S14, the switch start object 78 is displayed on the display 24,and the chat process proceeds to step S15. As shown in FIG. 9, theswitch start object 78 is displayed as, for example, an object having acircular profile in the chat display area 71. It is also possible thatthe switch start object 78 is displayed in areas other than the chatdisplay area 71, such as the menu area 72. In this case, the player 5can select the switch start object 78 displayed in the menu area 72 toswitch to the VR mode. The switch start object 78 may be displayed inthe menu area 72 in a selectable manner even when the mode switchcondition is not satisfied. This allows the player 5 to switch to the VRmode at a desired timing even when the mode switch condition is notsatisfied. When it is confirmed that the switch start object is selectedin step S15, the chat process proceeds to step S16. When the selectionof the switch start object is not confirmed even after a predeterminedduration of time (for example, 10 seconds) has elapsed since the switchstart object is displayed, it is determined that the switch start objecthas not been selected and the chat process is terminated. Alternatively,the process may return to step S12 and a process for resuming the chatmay be performed when it is determined that the switch start object hasnot been selected. Whether the switch start object is selected or notmay be determined based on an operation performed on the touch-screenpanel 24 b. For example, when an operation (for example, a tapoperation) to touch the touch-screen panel 24 b at a positionoverlapping the display area of the switch start object is detected viaa detection signal of the touch-screen panel 24 b, it is determined thatthe switch start object is selected.

In step S16, a switch process to switch to the VR mode, which is thesecond mode, is started. When the switch process is started, the chatprocess is terminated.

The above chat process is executed by the chat mode execution unit 21 a.The chat mode execution unit 21 a is capable of executing theabove-described chat process alone or in cooperation with otherfunctions as appropriate. The chat process may be performed using, asrequired, data stored in a storage other than the storage 27, detectioninformation obtained by various sensors, and any other data, in additionto the data stored in the storage 27.

The mode switch process from the chat mode as the first mode to the VRmode as the second mode will be now described with reference to FIGS. 10to 12. FIG. 10 is a flowchart of the mode switch process according to anembodiment.

When the switch process is started, a guidance that prompts the playerto wear the HMD 10 is displayed on the display 24 of the informationprocessing device 20 in step S31. FIG. 11 shows a guidance display image80 which is an example of the guidance display image including the aboveguidance. The guidance display image 80 may include a guidance promptingthe player to attach the information processing device 20 to theattachment 11, a guidance prompting the player to wear the HMD 10 on thehead, and any other various guidances necessary for starting the VRmode. The guidance display image 80 shown in FIG. 11 includes a guidance81 prompting the player to attach the information processing device 20to the attachment 11. This guidance may include instructions forattaching the information processing device 20 to the attachment 11.When a predetermined time has elapsed after displaying the guidance, themode switch process proceeds to step S32.

In step S32, the switch object is displayed on the display 24. Anexample of the switch process image including the switch object is shownin FIG. 12. The switch process image 85 shown in FIG. 12 includes aswitch object 86. The switch process image 85 may be displayed as astereoscopic image. In one embodiment, the images displayed on thedisplay 24 are switched from non-stereoscopic images to stereoscopicimages at the start of the mode switch process or at a predeterminedtiming after the start of the mode switch process. For example, theimages displayed in the chat mode are non-stereoscopic, and the imagesdisplayed after the switch process has started are stereoscopic.

Next, in step S33, it is determined whether selection of the switchobject 86 is completed. When it is determined that selection of theswitch object 86 is completed, the switch to the VR mode is confirmedand the mode switch process proceeds to step S34. The switch object 86is selected, for example, by the player 5 gazing at the switch object 86for a predetermined duration of time. Therefore, in order to select theswitch object 86 in this state, the player 5 is required to wear the HMD10. In one embodiment, whether the selection of the switch object 86 iscompleted is determined based on whether the gazing point calculatedbased on the detection signal from the HMD 10 is situated on the switchobject 86 for a predetermined amount of time or more. The gazing pointmay be calculated based on information obtained by the sensor unit 25provided in the HMD 10 as described above. The above determination canbe made by measuring a gazing time for which the gazing point stays onthe switch object 86 using the system clock and determining whether themeasured gazing time has reached the predetermined amount of time. Forexample, when the gazing time reaches the predetermined amount of time,it is determined that selection of the switch object 86 is completed,and the mode switch process proceeds to step S34. When selection of theswitch object 86 is completed, the switch object 86 may be displayed ina different manner. For example, the shape, color, or other externalproperties of the switch object may be changed in response to completionof selection of the switch object 86. When the external properties ofthe switch object 86 are changed, the player 5 should recognize that themode is being switched to the VR mode, which is the second mode. It isalso possible that when selection of the switch object 86 is completed,the player 5 is notified of the switch to the VR mode by means otherthan change of the external properties of the switch object 86. Whencompletion of the selection of the switch object 86 is not detected evenafter a predetermined amount of time has elapsed since the switch object86 is displayed, it is determined that the selection of the switchobject 86 has not been completed, and the mode switch process proceedsto step S35.

After the switch to the VR more is confirmed, the VR mode, which is thesecond mode, is started in step S34. Processes performed in the VR modewill be described later in detail.

When the switch to the VR mode has not been selected, a process forreturning to the chat mode is started in step S35. When the returningprocess to the chat mode is completed, the chat mode is resumed. In theresumed chat mode, a message from the virtual character based on thefact that the switch to the VR mode was not performed may be displayed.

The mode switch process described above is executed by the switchprocessing unit 21 b. The switch processing unit 21 b is capable ofexecuting the mode switch process alone or in cooperation with otherfunctions as needed.

Next, a VR process in the VR mode will be described with reference toFIGS. 13 to 14.

FIG. 13 is a flowchart showing the flow of the VR process in the VR modein one embodiment, and FIG. 14 shows an example of a display image inthe VR mode. As described above, in order to select the switch object 86in the mode switch process, the player 5 wears the HMD 10. It is assumedthat the HMD 10 is mounted on the head of the player 5 at the start ofthe VR mode.

When the VR mode is started, the VR process proceeds to step S41 whereimage information of the virtual space corresponding to the scenario isgenerated, and an image corresponding to the image information is outputto the display 24. The scenario used in step S41 may be either specifiedin accordance with the game processing program and independently of theselection of the player 5 or specified based on the selection of theplayer 5. The specified scenario includes, for example, a plurality ofevents defined in a tree structure. The events included in the specifiedscenario and the tree structure thereof may be specified by referring tothe scenario data 28 c. The step S41 may begin with generation of imageinformation corresponding to a start event at the root node of the treestructure. After the image information corresponding to the start eventis displayed, a next node is selected depending on a branch condition,and image information corresponding to the event corresponding to theselected node is displayed.

The image information of each event is generated by referring to, forexample, the event data 28 d. The image information of each event mayinclude an image of a virtual character and an object constituting abackground. FIG. 14 shows an example of a VR image displayed on thedisplay 24 based on the image information generated in the VR mode. TheVR image 90 shown in FIG. 14 includes a virtual character image 91representing the virtual character, images 92 a to 92 c representingobjects constituting the background, and other images of variousobjects. The VR image 90 is an image corresponding to a region of thevirtual space. The region of the virtual space corresponding to the VRimage 90 may be specified as a region determined by, for example, anangle of view based on the position and/or the orientation of the HMD10. The image data 28 a is used to generate the image information. TheVR image 90 and other images displayed in the VR mode are displayed asstereoscopic images.

The virtual character image 91 is able to perform an action specified bythe event data 28 d in the virtual space. For example, the action thatthe virtual character image 91 performs may include talking to theplayer 5 (toward the position of the player 5 in the virtual space),traveling in the virtual space, picking up an object placed in thevirtual space, and any other various actions in the virtual space.

When movement of the head of the player 5 is detected by the sensor unit25 of the HMD 10 while the VR image 90 is displayed on the display 24,an action of the player 5 is specified based on the detected movement ofthe head. Then, an action (reaction) of the virtual character responsiveto the specified action of the player 5 is determined. Subsequentlyimage information of the virtual character image 91 that performs thedetermined action is generated. The image information generated in thisway is output to the display 24. For example, when a nodding motion ofthe player 5 is detected, image information of the virtual characterimage 91 reacting to the nodding motion of the player 5 is generated,and the image information is displayed on the display 24. In thismanner, in the VR mode, interaction between the player 5 and the virtualcharacter is realized using the stereoscopic image of the virtualcharacter.

In step S42, it is determined whether or not the termination conditionfor terminating the VR image display process is satisfied. When it isdetermined that the termination condition is not satisfied, the VRprocess returns to step S41 to continue the VR image display process.When it is determined that the termination condition is satisfied, theVR process proceeds to step S43.

In step S43, the termination process of the VR mode is performed. Thetermination process may include displaying on the display 24 a guidancefor prompting the player to remove the information processing device 20from the attachment 11, and displaying a login screen to log in to thechat mode which is the first mode.

The game processing system according to another embodiment will bedescribed with reference to FIG. 15. FIG. 15 is a block diagramillustrating a game processing system 101 according to anotherembodiment. The game processing system 101 includes the informationprocessing device 20 and the HMD 110. The game processing system 101 isdifferent from the game processing system 1 in that the VR mode can beprovided without attaching the information processing device 20 to theHMD 110. Hereinafter, the game processing system 101 will be describedfocusing on the differences from the game processing system 1.

The HMD 110, the information processing device 20, and the server 50 arecommunicably interconnected over the network 40. The HMD 110 and theinformation processing device 20 may be connected so as to communicatewith each other according to a short-range wireless system such asBluetooth (registered trademark) without using the network 40. The HMD110 is different from the HMD 10 of the game processing system 1 in thatthe VR mode can be provided even if the information processing device 20is not mounted.

The HMD 110 includes a computer processor 121, a memory unit 122, acommunication I/F 123, a display 124, a sensor unit 125, a soundcollector 126, and a storage 127. The computer processor 121, the memoryunit 122, the communication I/F 123, the display 124, the sensor unit125, the sound collector 126, and the storage 127 are configuredsimilarly to the computer processor 21, the memory 22, the communicationI/F 23, the display 24, the sensor unit 25, the sound collector 26, andthe storage 27 of the information processing device 20, respectively.However, the display 124 may not have a touch-screen panel.

The functions of the chat mode execution unit 21 a, the switchprocessing unit 21 b, and the VR mode execution unit 21 c aredistributed between the information processing device 20 and the HMD110. Specifically, the function of the chat mode execution unit 21 a isrealized in the information processing device 20, and the function ofthe VR mode execution unit 21 c is realized in the HMD 110. A part ofthe function of the switch processing unit 21 b is realized by theinformation processing device 20, and the rest is realized in the HMD110.

When starting the game in the game processing system 101, the player 5uses the information processing device 20 to start the chat mode. Theprocess for executing the chat mode is performed by the chat modeexecution unit 21 a of the information processing device 20.

When the mode switch condition is satisfied in the chat mode and theswitch start object is selected, the mode switch process for switchingto the VR mode is started. The mode switch process is performed by theswitch processing unit 21 b. In the mode switch process, displaying theguidance corresponding to the above-described step S31 is performed inthe information processing device 20. For example, a guidance promptingthe player to put on the HMD 110 is displayed on the display 24 of theinformation processing device 20. Displaying the switch object 86corresponding to step S32 and subsequent processes are executed in theHMD 110.

When the VR mode is started, the processing of the VR mode is performedby the VR mode execution unit 21 c of the HMD 110.

The above embodiment may produce the following advantageous effects.Specifically, in the game processing systems 1, 101, the VR mode usingthe HMD 10 is performed after the switch process from the chat mode tothe VR mode. Therefore, the player 5 can start the game with a chat,when it is not necessary to mount the HMD 10 on his/her head. In thecourse of progress of the game in the chat mode, the player 5 isprompted to put on the HMD 10. Likewise, in the game processing system101, the player 5 is prompted to put on the HMD 110 in the course ofprogress of the game in the chat mode.

In the game processing systems 1, 101, the message for prompting theplayer to switch to the VR mode is displayed in the chat mode as amessage from a virtual character, and therefore, the player is naturallyprompted to switch to the VR mode through the interaction with thevirtual character in the chat mode.

In the game processing systems 1, 101, the messages 76 c, 76 d forprompting the player to select settings in the VR mode are displayed inthe chat mode as a message from a virtual character, and therefore, theplayer is motivated to switch to the VR mode through the interactionwith the virtual character in the chat mode.

In the game processing systems 1, 101, the mode switch process isstarted in accordance with progress of the chat with the virtualcharacter in the chat mode (for example, in response to display of amessage corresponding to a terminal node in the defined tree structure),and therefore, the player is naturally prompted to switch to the VR modethrough the interaction with the virtual character in the chat mode.

In the game processing systems 1, 101, the switch start object 78 isdisplayed on the information processing device 20 in the chat mode,thereby to prompt the player to switch from the chat mode to the VRmode.

In the game processing systems 1, 101, the player who has selectedswitch to the VR mode is provided with a guidance that prompts theplayer to put on the HMD 10, 110, and therefore, the player is promptedto prepare for the switch to the VR mode.

In the game processing systems 1, 101, the switch to the VR mode isperformed when the switch object 86 is gazed at, and therefore, theplayer can be motivated to put on the HMD 10, 110 on his/her head togaze at the switch object 86.

In the game processing systems 1, 101, a login screen to log in to thechat mode is displayed on the information processing device 20 when theVR mode is terminated, and therefore, the player can restart the game inthe chat mode after terminating the VR mode.

In the game processing systems 1, 101, the player can experience aninteraction in the chat mode through the information processing device20 detached from the attachment 11 and experience an interaction in theVR mode through the information processing device 20 attached to theattachment 11.

In the game processing systems 1, 101, the player can interact with avirtual character by moving his/her head in the VR mode. Thus, a naturalinteraction with the virtual character can be realized.

In the game processing systems 1, 101, the player can interact with avirtual character displayed as a stereoscopic image in the VR mode, andtherefore, the player can obtain a strong sense of immersion.

In the game processing systems 1, 101, the switch from the first mode tothe second mode is started by selecting the switch start object 78 andcompleted by selecting the switch object 86 different from the switchstart object 78. The switch start object 78 may be selected based on thedetection information obtained by the information processing device 20or any other devices (for example, a controller other than theinformation processing device 20) used to advance the game in the firstmode, and the switch object 86 may be selected based on the detectioninformation obtained by the HMD 10, 110 or any other devices used toadvance the game in the second mode. In this way, the switch startobject 78 can be easily selected during play of the game in the firstmode, and the switch object 86 can be easily selected when the player isprepared for play of the game in the second mode. Thus, smooth switchfrom the first mode to the second mode is possible.

Embodiments of the present invention are not limited to the aboveembodiments but various modifications are possible within a spirit ofthe invention. For example, some or all of the functions executed by thecomputer processor 21 and the computer processor 121 may be realized bya computer processor which is not shown in the above-mentionedembodiment without departing from the scope of the invention. Forexample, the game processing system 1 and the game processing system 101may include a game machine that executes at least a part of the gameprocessing program. Some of the functions realized by processing of thecomputer processor 21 or the computer processor 121 may be realized byprocessing performed by the game machine.

Embodiments of the disclosure may include various devices, devices, andelectronic components other than those described above. For example, inaddition to the information processing device 20 and the HMD 10, 110,the game processing system 1 and the game processing system 101 may beprovided with a control device for receiving operations of the player 5.The game processing system 1 and the game processing system 101 maydetect operations of the player 5 via the control device and perform theprocessing of the game in accordance with the detected operations.

The procedures described herein, particularly those described with aflowchart, are susceptible of omission of part of the steps constitutingthe procedure, adding steps not explicitly included in the stepsconstituting the procedure, and/or reordering the steps. The proceduresubjected to such omission, addition, or reordering is also included inthe scope of the present invention unless diverged from the purport ofthe present invention.

What is claimed is:
 1. A game processing system for processing a game having a first mode and a second mode, the system comprising one or more computer processors configured to execute computer readable instructions to: provide, in the first mode, an interaction with a virtual character in accordance with first detection information obtained by an information processing device not mounted on a head of a player; determine a setting of the second mode during the interaction with the virtual character in the first mode; perform a switch process from the first mode to the second mode; and provide, in the second mode after the switch process, an interaction with the virtual character in accordance with second detection information obtained by a head mounted display mounted on the head of the player.
 2. The game processing system of claim 1, wherein the setting of the second mode is determined by the player selecting from options presented in the first mode.
 3. The game processing system of claim 1, wherein the setting of the second mode is a scene of the second mode.
 4. The game processing system of claim 3, wherein the scene of the second mode prescribes a background in the second mode.
 5. The game processing system of claim 1, wherein the setting of the second mode is an item used by the virtual character in the second mode.
 6. The game processing system of claim 1, wherein the interaction with the virtual character in the first mode includes that the virtual character prompts the player to switch to the second mode.
 7. The game processing system of claim 1, wherein the switch process is started in response to the interaction with the virtual character in the first mode.
 8. The game processing system of claim 1, wherein the switch process is started by selecting a switch start object displayed on the information processing device in the first mode.
 9. The game processing system of claim 8, wherein the switch process includes displaying, in response to selection of the switch start object, a guidance for prompting the player to put on the head mounted display on the information processing device.
 10. The game processing system of claim 8, wherein in the switch process, the second mode is started in response to selection of a switch object capable of being selected by the player gazing at the switch object.
 11. The game processing system of claim 1, wherein the one or more computer processors causes the information processing device to display a login screen to start the first mode after the second mode is terminated.
 12. The game processing system of claim 1, wherein the head mounted display includes an attachment to be fitted on the head of the player and the information processing device mounted on the attachment.
 13. The game processing system of claim 1, wherein in the second mode, head tracking information for specifying at least one selected from the group consisting of a position and an orientation of the head of the player is calculated based on the second detection information, and the interaction with the virtual character is provided in accordance with the head tracking information.
 14. The game processing system of claim 1, wherein in the second mode, the interaction with the virtual character is provided in accordance with movement of at least one eyes of the player.
 15. The game processing system of claim 13, wherein in the second mode, the interaction with the virtual character is provided in accordance with the head tracking information and the movement of at least one eyes of the player.
 16. The game processing system of claim 1, wherein in the second mode, the virtual character is displayed as a stereoscopic image, whereas in the first mode, the virtual character is displayed as a non-stereoscopic image.
 17. The game processing system of claim 1, wherein the first mode is a chat mode in which messages from the player and the virtual character are displayed in a chat display area.
 18. The game processing system of claim 17, wherein the second mode is different from the chat mode.
 19. The game processing system of claim 17, wherein the switch process is started by selecting a switch start object displayed on the information processing device in the first mode, and wherein the switch start object is displayed in the chat display area in response to a mode switch condition being satisfied in the chat mode.
 20. A method of processing a game having a first mode and a second mode with one or more computer processors executing computer readable instructions, the method comprising: providing, in the first mode, an interaction with a virtual character in accordance with first detection information obtained by an information processing device not mounted on a head of a player; determining a setting of the second mode during the interaction with the virtual character in the first mode; performing a switch process from the first mode to the second mode; and providing, in the second mode after the switch process, an interaction with the virtual character in accordance with second detection information obtained by a head mounted display mounted on the head of the player.
 21. A non-transitory computer-readable storage medium storing a game processing program to be executed by one or more computer processors for processing a game having a first mode and a second mode, wherein the game processing program causes the one or more computer processors to: provide, in the first mode, an interaction with a virtual character in accordance with first detection information obtained by an information processing device not mounted on a head of a player; determine a setting of the second mode during the interaction with the virtual character in the first mode; perform a switch process from the first mode to the second mode; and provide, in the second mode after the switch process, an interaction with the virtual character in accordance with second detection information obtained by a head mounted display mounted on the head of the player. 